Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Hosted Forums
Creature Catalog Forums
General Monster Talk
Converting Planescape monsters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cleon" data-source="post: 6424113" data-attributes="member: 57383"><p><strong>Vacuum Quasi-Elemental Original Stats</strong></p><p></p><p><span style="color: #00FFFF"><span style="font-size: 12px">I'll start with the Second Edition version:</span></span></p><p></p><p><strong><span style="font-size: 15px">Quasielemental, Negative - Vacuum</span></strong></p><p>CLIMATE/TERRAIN: Quasiplane of Vacuum</p><p>FREQUENCY: Uncommon</p><p>ORGANIZATION: Band</p><p>ACTIVITY CYCLE: Any</p><p>DIET: Anything</p><p>INTELLIGENCE: Low to high (5–14)</p><p>TREASURE: Nil</p><p>ALIGNMENT: Neutral</p><p>NO. APPEARING: 1d6</p><p>ARMOR CLASS: –1</p><p>MOVEMENT: 36</p><p>HIT DICE: 6, 9, 12</p><p>THAC0:</p><p>6 HD: 15</p><p>9 HD: 11</p><p>12 HD: 9</p><p>NO. OF ATTACKS: 1</p><p>DAMAGE/ATTACK: 1d4 + 1hp/HD</p><p>SPECIAL ATTACKS: Draw air</p><p>SPECIAL DEFENSES: See below</p><p>MAGIC RESISTANCE: Nil</p><p>SIZE: S (4′ tall)</p><p>MORALE: Champion (15–16)</p><p>XP VALUE:</p><p>6 HD: 2,000</p><p>9 HD: 5,000</p><p>12 HD: 8,000</p><p></p><p>While some greybeards like to categorize these creatures as the embodiment of the destruction or absence of air, a truly canny blood knows the real dark — vacuum quasielementals embody the absence of everything. The things’re completely invisible, and their shape is that of an amorphous, rubbery, hollow skin.</p><p></p><p><strong>COMBAT:</strong> A vacuum quasielemental can ram foes with its shapeless body, inflicting 1d4 points of damage plus 1 additional point per Hit Die (6, 9, or 12). But more importantly, it also draws any surrounding air into itself. An area of 60 feet around the creature is treated as though a continual gust of wind spell blew toward the quasielemental. Any air-breathing sod within the area automatically suffers 1d4 points of damage per round — the monster literally sucks the breath away from him. (‘Course, this doesn’t apply on an airless void like the Quasiplane of Vacuum.)</p><p></p><p>If in a confined space, a vacuum quasielemental can reduce a 60-foot cube of air to a vacuum within a single round. However, it can maintain the airless state for only 10 rounds; it must then stop and rest for an hour before using this power again.</p><p></p><p>Like all quasielemental beings, vacuum quasielementals can be struck only by of +1 or better weapons. Air-based spells (such as gust of wind) cast by a wizard or priest of a level higher than the quasielemental’s total Hit Dice slay the creature if it fails a saving throw versus death magic.</p><p></p><p><strong>HABITAT/SOCIETY:</strong> Vacuum quasielementals are surprisingly gregarious creatures, gathering in small groups whenever possible to converse and interact. On the other hand, they have no love for any other beings and usually attack intruders on their quasiplane. Like their cousins of salt, vacuum quasielementals prefer to remain on their home plane. Sure, every elemental creature feels a certain level of discomfort when in an alien environment, but vacuum quasielementals actually dislike using their absorption abilities, which physically tire them.</p><p></p><p><strong>ECOLOGY:</strong> Much about vacuum quasielementals remains dark. Fact is, no one really knows how they sustain themselves; it’s just conjecture that they feed upon the air they draw into themselves. They may not need anything at all to survive. Or perhaps, like the strange egarus fungi also found on the Quasiplane of Vacuum, the creatures literally survive on nothing — that is, nothingness.</p><p></p><p><em>Originally appeared in Planescape Appendix III (1998)</em>.</p><p></p><p></p><p><span style="color: #00FFFF"><span style="font-size: 12px">And here's the original First Edition version:</span></span></p><p><span style="color: #00FFFF"></span></p><p></p><p><span style="font-size: 15px"><strong>VACUUM QUASI-ELEMENTAL</strong></span></p><p>FREQUENCY: Very rare (Common)</p><p>NO. APPEARING: 1 (1-6)</p><p>ARMOR CLASS: –1</p><p>MOVE: 36″</p><p>HIT DICE: 6, 9, or 12</p><p>% IN LAIR: Nil</p><p>NO. OF ATTACKS: 1</p><p>DAMAGE/ATTACK: 1-4 + 1 hp/HD</p><p>SPECIAL ATTACKS: See below</p><p>SPECIAL DEFENSES: See below</p><p>MAGIC RESISTANCE: See below</p><p>INTELLIGENCE: Low</p><p>ALIGNMENT: Neutral (chaotic)</p><p>SIZE: S</p><p>PSIONIC ABILITY: Nil</p><p>LEVEL/X.P. VALUE: VII/1,000 + 15 per hp</p><p></p><p>Vacuum quasi-elementals are the living embodiment of a nullity — the absence of elemental Air. They are invisible by nature, though if their presence is detected (by detect invisible, true sight, etc.), they appear as amorphous, three-dimensional “skins” of force (similar to an ochre jelly in zero-gee).</p><p></p><p>Vacuum quasi-elementals suck in any and all surrounding air, seeking to reduce any area of confinement to the the same level of airlessness as their native plane. In the Prime Material plane, the region within 60′ of a Vacuum quasi-elemental has the effects of a gust of wind spell blowing toward the quasi-elemental. A Vacuum quasi-elemental can reduce a 60′ × 60′ area to vacuum in a single round. Those within an area so vacated of air suffer the effects of being in the plane of Vacuum (no loss of pressure or temperature, only the absence of air itself). In addition, those caught within this range who require air for survival suffer 1-4 hp damage per round in addition to any attacks made by the creature.</p><p></p><p>In regions of abundant air (such as the Prime Material plane), Vacuum quasi-elementals can cause their air-removal effects for 10 rounds at most, after which they cannot do so again for one hour. When overwhelmed by air, these quasi-elementals become spherical in shape, and their armor class increases to AC –4. They may still attack normally (ramming a target with their forcelike bodies), but cannot use their special attack.</p><p></p><p>Air-using spells can destroy a Vacuum quasi-elemental only if the level of the caster (or hit dice of the monster) is greater than that of the Vacuum quasi-elemental. If attacked in such a fashion, the Vacuum quasi-elemental is allowed a saving throw vs. death magic; if this succeeds, it is unharmed by the attack. If the saving throw fails, the Vacuum quasi-elemental is destroyed. A gust of wind cast by a 1st-level magic-user has no effect on a 6-HD Vacuum quasi-elemental, but a 7-HD djinn could destroy it. Vacuum quasi-elementals are subject to magical attacks, but require + 1 or better magical weapons to be damaged.</p><p></p><p>Nature may abhor a vacuum, but magic-users find these airless creatures useful as both protectors and laboratory aides (they may provide an environment without dust by removing the air that keeps the dust suspended). As such, they are valued when encountered on the Prime Material planes. This rarely occurs, as most which survive are those locked in some airtight compartment which they have drained of air, or (it is rumored) in the spaces between the planets and stars.</p><p></p><p><em>Originally appeared in Dragon #128 (Dec 1987)</em>.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6424113, member: 57383"] [b]Vacuum Quasi-Elemental Original Stats[/b] [COLOR=#00FFFF][SIZE=3]I'll start with the Second Edition version:[/SIZE][/COLOR] [B][SIZE=4]Quasielemental, Negative - Vacuum[/SIZE][/B] CLIMATE/TERRAIN: Quasiplane of Vacuum FREQUENCY: Uncommon ORGANIZATION: Band ACTIVITY CYCLE: Any DIET: Anything INTELLIGENCE: Low to high (5–14) TREASURE: Nil ALIGNMENT: Neutral NO. APPEARING: 1d6 ARMOR CLASS: –1 MOVEMENT: 36 HIT DICE: 6, 9, 12 THAC0: 6 HD: 15 9 HD: 11 12 HD: 9 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1d4 + 1hp/HD SPECIAL ATTACKS: Draw air SPECIAL DEFENSES: See below MAGIC RESISTANCE: Nil SIZE: S (4′ tall) MORALE: Champion (15–16) XP VALUE: 6 HD: 2,000 9 HD: 5,000 12 HD: 8,000 While some greybeards like to categorize these creatures as the embodiment of the destruction or absence of air, a truly canny blood knows the real dark — vacuum quasielementals embody the absence of everything. The things’re completely invisible, and their shape is that of an amorphous, rubbery, hollow skin. [B]COMBAT:[/B] A vacuum quasielemental can ram foes with its shapeless body, inflicting 1d4 points of damage plus 1 additional point per Hit Die (6, 9, or 12). But more importantly, it also draws any surrounding air into itself. An area of 60 feet around the creature is treated as though a continual gust of wind spell blew toward the quasielemental. Any air-breathing sod within the area automatically suffers 1d4 points of damage per round — the monster literally sucks the breath away from him. (‘Course, this doesn’t apply on an airless void like the Quasiplane of Vacuum.) If in a confined space, a vacuum quasielemental can reduce a 60-foot cube of air to a vacuum within a single round. However, it can maintain the airless state for only 10 rounds; it must then stop and rest for an hour before using this power again. Like all quasielemental beings, vacuum quasielementals can be struck only by of +1 or better weapons. Air-based spells (such as gust of wind) cast by a wizard or priest of a level higher than the quasielemental’s total Hit Dice slay the creature if it fails a saving throw versus death magic. [B]HABITAT/SOCIETY:[/B] Vacuum quasielementals are surprisingly gregarious creatures, gathering in small groups whenever possible to converse and interact. On the other hand, they have no love for any other beings and usually attack intruders on their quasiplane. Like their cousins of salt, vacuum quasielementals prefer to remain on their home plane. Sure, every elemental creature feels a certain level of discomfort when in an alien environment, but vacuum quasielementals actually dislike using their absorption abilities, which physically tire them. [B]ECOLOGY:[/B] Much about vacuum quasielementals remains dark. Fact is, no one really knows how they sustain themselves; it’s just conjecture that they feed upon the air they draw into themselves. They may not need anything at all to survive. Or perhaps, like the strange egarus fungi also found on the Quasiplane of Vacuum, the creatures literally survive on nothing — that is, nothingness. [I]Originally appeared in Planescape Appendix III (1998)[/I]. [COLOR=#00FFFF][SIZE=3]And here's the original First Edition version:[/SIZE] [/COLOR] [SIZE=4][B]VACUUM QUASI-ELEMENTAL[/B][/SIZE] FREQUENCY: Very rare (Common) NO. APPEARING: 1 (1-6) ARMOR CLASS: –1 MOVE: 36″ HIT DICE: 6, 9, or 12 % IN LAIR: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-4 + 1 hp/HD SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below INTELLIGENCE: Low ALIGNMENT: Neutral (chaotic) SIZE: S PSIONIC ABILITY: Nil LEVEL/X.P. VALUE: VII/1,000 + 15 per hp Vacuum quasi-elementals are the living embodiment of a nullity — the absence of elemental Air. They are invisible by nature, though if their presence is detected (by detect invisible, true sight, etc.), they appear as amorphous, three-dimensional “skins” of force (similar to an ochre jelly in zero-gee). Vacuum quasi-elementals suck in any and all surrounding air, seeking to reduce any area of confinement to the the same level of airlessness as their native plane. In the Prime Material plane, the region within 60′ of a Vacuum quasi-elemental has the effects of a gust of wind spell blowing toward the quasi-elemental. A Vacuum quasi-elemental can reduce a 60′ × 60′ area to vacuum in a single round. Those within an area so vacated of air suffer the effects of being in the plane of Vacuum (no loss of pressure or temperature, only the absence of air itself). In addition, those caught within this range who require air for survival suffer 1-4 hp damage per round in addition to any attacks made by the creature. In regions of abundant air (such as the Prime Material plane), Vacuum quasi-elementals can cause their air-removal effects for 10 rounds at most, after which they cannot do so again for one hour. When overwhelmed by air, these quasi-elementals become spherical in shape, and their armor class increases to AC –4. They may still attack normally (ramming a target with their forcelike bodies), but cannot use their special attack. Air-using spells can destroy a Vacuum quasi-elemental only if the level of the caster (or hit dice of the monster) is greater than that of the Vacuum quasi-elemental. If attacked in such a fashion, the Vacuum quasi-elemental is allowed a saving throw vs. death magic; if this succeeds, it is unharmed by the attack. If the saving throw fails, the Vacuum quasi-elemental is destroyed. A gust of wind cast by a 1st-level magic-user has no effect on a 6-HD Vacuum quasi-elemental, but a 7-HD djinn could destroy it. Vacuum quasi-elementals are subject to magical attacks, but require + 1 or better magical weapons to be damaged. Nature may abhor a vacuum, but magic-users find these airless creatures useful as both protectors and laboratory aides (they may provide an environment without dust by removing the air that keeps the dust suspended). As such, they are valued when encountered on the Prime Material planes. This rarely occurs, as most which survive are those locked in some airtight compartment which they have drained of air, or (it is rumored) in the spaces between the planets and stars. [I]Originally appeared in Dragon #128 (Dec 1987)[/I]. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Hosted Forums
Creature Catalog Forums
General Monster Talk
Converting Planescape monsters
Top